LIBRARY OF CONGRESS. 



Shelf '_S_feGl 



UNITED STATES OF AMERirA, 



THE GAMES 



— OF — 



Social Whist 



AND 



Social Euchre 



— WITH COMPLETE — 



RULES AND EXPLANATIONS, 



-BY- 



THEO. B. toMSTOCJf,"^^ 



CLEVELAND, OHIO. 

1885. 




Entered according to Act of Congress, in the year 1885, by Theo. 
B. Comstock, in the office of the Librarian of Congress, at 
Washington. 




f 



INTRODUCTION. 

n^ HESE games are the result of the author's earnest study 
J[ and endeavor to eliminate from the ordinary ^ames of 
cards those features which have heretofore rendered 
them objectionable for social purposes. Whist and 
euchre cannot be crowded out of popular estimation, and, 
if played by skillful persons, there can be no more enjoyable 
or wholesome form of amusement, but, unfortunately, there 
is no device less adapted than either of these games to the 
entertainment Of large or medium-sized parties. 

Progressive Euchre was a step in advance, and it 
has already served a very useful purpose, but it has not ac- 
complished all that could be desired. In fact, it has even 
made more apparent the lack of something which will enable 
the host and hostess to thoroughly entertain all their guests, 
without causing any lady or gentlemen to devote the whole 
evening to one and the same partner, at the same time en^ 
abling skill in playing to receive its proper reward. 

Social Euchre is quite different in character from Pro^^ 
gressive Euchre, although it can be played quite as readily 
by anyone who is at all famiUar with ordinary four-hand 
euchre. 

Social Whist is not unlike Social Euchre in its main 
features, but it is especially adapted to the game of whist, 
which most people regard as a more enjoyable game than 
euchre. 

The particular advantages claimed for both the games 
here described are, among others, the following : 



I. — THEIR SOCIAL QUALITIES. 

When either of these games is made the basis of an even- 
ing's amusement, even if no person in the room were intro- 
duced to any other, all vi^ould become well acquainted before 
the close of the game. While this feature will rarely be- 
come a necessity, it will readily be seen that any lack jf 
proper introductions through carelessness or accidental otr^^- 
sight is positively overcome in the playing. The movements 
of the players, as they win or lose at each sitting, are so 
governed that every one is liable to have every one of the 
opposite sex as partner at some stage of the game. 

II. — GRADING OF PLAYERS ACCORDING TO MERIT. 

One great fault in Progressive Euchre is the element of 
chance which pursues the player from beginning to end. in 
Social Whist and Social Euchre, the arrangement of the 
players at the tables on the start is a matter of no conse- 
quence, as those sitting at table No. 5 have equal advantage 
with those who start at table No. i, or any other. 

III. — FREEDOM OF ACTION. 

There is no leading table to regulate play, but a complete 
sub-game is played at each sitting. 

IV. — NO CUTTING TO DECIDE PLAY. 

Whenever a "tie" in the count occurs at any sitting the 
movement of the players is regulated by their own previous 
records, and not by any chance, as in Progressive Euchre. 

V. — SOUVENIRS. 

Each player preserves a complete recQrd of bis own play, 



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as well as a list of all his partners and opponents at every 
sitting. 

-^ VI. — FREEDOM FROM PETTY ANNOYANCES. 

In Progressive Euchre it often happens that a good player 
%i\\ have his whole progress stayed by the original arrange- 
Vi.Ufit at the tables. Thus, if a good player should be placed 
with a bad partner at Table No. 4, it might be necessary to 
remain there the whole evening, or at best the chance of ar- 
riving at Table No. i would be very small. This would be 
very disagreeable to both players, as the beginner would feel 
annoyed at his own weakness no less than the partner at his ill 
luck. In Social Whist and Social Euchre everything is so 
adjusted that all must share alike in the long run, so that 
beginners need not consider themselves in the way, and bril- 
liant players will be placed at no disadvantage as compared 
with others equally skillful. 

GENERAL RULES. 

It is of the utmost importance that strict uniformity 
should be observed in all games of both Social Whist and 
Social Euchre. This is necessary in order to ensure good 
results, and it is expected that the games will commonly be 
played by clubs which meet regularly for the purpose. The 
following rules are presented as a guide to the formation and 
regulation of such associations. They are adapted to Social 
Whist and Social Euchre alike. 

CL UB REG ULA TLONS. 

I. — The Club should be composed of 20 members, or of a 



number divisible by four. In all cases there should be an 
equal number of ladies and gentlemen. 

2. — Persons unable to be present at any game must in- 
variably send substitutes. 

3. — Each Sitting is limited to fifteen minutes, but the play- 
ing at each table is continued only so long as required by 
the rules of each game, respectively, if less than fifteen 
minutes will suffice. 

4. —A GAME comprises 10 sittings. The winners of the 
game are the lady and gentleman whose scores are highest. 
[See " Rejoinder," described in foot note below.] 

5. — A TOURNAMENT comprises a set of 10 games played 
by the same club. The winners of the Tournament are the 
lady and gentleman who have won the greatest number of 
names, but if a "tie" occurs the total scores must decide. 

"Rejoinder" Defined. — If the two ladies or two gentlemen 
who win an equal number of games have equal scores, it will be nec- 
essary to decide the contest by a " Rejoinder," which consists of 
three '' sittings " in which each partner plays two hands (Double 
Dummy). If it should happen that three ladies or three gentlemen 
have equal records, the player with the next lower record unites 
with them in the " Rejoinder" (changing partners at each sitting'of 
four hands^, but is not entitled to score. The winner is the one who 
scores the greatest number of points in the three " sittings." Occa- 
sionally it may be necessary to decide a game in a similar manner. 
The Game or Tournament is, however, to be awarded to the lady 
and gentleman who have made the hightest aggregate score of 
points. 

t In private gatherings, or in clubs, the winners of each game may 
be given simple prizes, if deemed advisable. Second and third 
prizes are also sometimes awarded. 



6. — Each member of the club contributes a small sum at 
each meeting, which is collected by the treasurer. The fund 
so obtained (or a definite part of it) is reserved to procure 
prizes for the winners of the Tournament, f 

7.— The host or hostess (or person chosen for the purpose) 
acts as Manager, under whose direction the players are 
placed at the tables according to the following method : 

a. One letter-stamp of each letter is placed in a tray or 
card receiver, and each lady draws one, there being only as 
many letters used as there are sets of two partners. The 
tables are numbered i, 2, 3, etc. 

b. The ladies who draw letters A and F go to Table No. i. 

" " " B and G go to " " 2. 

'• C and H go to " "3. 

D and I go to " " 4. 

" Eand J goto " " 5. 

c. If more than 5 tables are used, F takes No. 6, G No. 7, 
and So on, the next letters in order going to Tables i, 2, 3, 
etc. , until all are occupied. Each gentleman then draws a 
letter-stamp, and seats himself opposite the lady who holds 
the same letter. Each player attaches his stamp to a score 
card, which is retained in his possession.:]: 

LA WS OF SOCIAL WHIST AND 
SOCIAL EUCHRE. 

I. Partners and positions being determined as per Rule 
7, ante, ladies cut for deal, ace being lowest card. Lowest 
cut decides the deal. In Social Euchre the "joker" is not 
used. 

X The only difference in the play of Social Whist and Social 
Euchre consists in the adaptation of the methods and movements 
here defined to either Whist or Euchre, as may be desired. 



6— 



^ 



2. Play at each table begins at one stroke of the Mana- 
ger's bell. Cards are shuffled and dealt without cutting. 

3. Play continues at each table only until the four play- 
ers have all dealt once (4 deals) and run out their hands, 
but in no case must it exceed fifteen minutes. [See 8th 
\^PC^ , posteti\. 

4. Points are counted according to regular Whist or 
Euchre laws, but no honors are allowed. 

5. Fifteen minutes or less are allowed by the Manager 
for each Sitting, when two strokes of the bell are given as 
the signal for Exchange. 

6. At the Exchange signal, the players who have the 
higher record move one table towards No. i, those having 
the lower count going one table farther from No. i than the 
one at which they have previously been playing. The winners 
at Table No. i and the losers at the last table, however, re- 
main where they are. 

7. At every Exchange there is a change of partners, 
after the remove. 

8. In the case of a tie in the count at any table after a 
"sitting" is played, the Exchange signal causes a remove 
and a change of partners before the remove, the losers at 
the preceding table and the winners at the following table 
passing to the next in the order of their remove.* In case of 

* Thus, with a tie at Table No. 3, partners change, leaving their 
relations as they were upon leaving the tables at which they 
played previously. Then those who came down at the preceding 
sitting from No. 2, will now go to No. 4, and those who came up 
from No. 4 will now go to No. 2, leaving the other players to move 
without any regard to the tie at No. 3. 



—7— 

a tie at No. i, the winners at the previous sitting go to table 
No. 2, and those who came up from No. 2 will remain. A 
tie at the last table causes the partners who came from the 
preceding table to remain. 

9. The Manager, at the close of each sitting, before 
the remove, will deliver a gold star to each winner and a 
black star to each loser at every table, and will also register 
the score of points upon each player's card. Each player, 
being provided with a supply of his own adhesive small let- 
ters, will distribute them at each sitting so as to permit part- 
ner and opponents to affix them properly to their respective 
score cards. 

10. At the close of the game, the Manager will make up 
the final score upon the following basis : 

a. Count all the points of each player. 

b. Add one for each gold star. 

c. Subtract one for each black star. 

The highest total wins. Ladies' and gentlemen's scores 
must be separately considered. 

11. The score of each player is read aloud by the Mana- 
ger, when it may be registered by each player in the spaces 

provided opposite the names upon the back of the score 
cards. 

HINTS TO MANAGERS. 

These games are put up in boxes containing 24 score cards, 
assorted colors and designs, with a sufficient number of ad- 
hesive large and small letters, gold and black stars, etc., to 
meet all requirements of one GAME of six tables. 

As the order of arrangement of players at the start is of 
no moment, it is a good plan to write the names of the 



8 



players upon all the score cards before the time of meeting, 
assigning letters to each without drawing for position. In 
club games permanent letters may be assigned and the 
names may be printed upon the cards. 

For club purposes a Tournament Box is also furnished 
This contains a full set of score cards and all requisites for 
ten games of five tables. Many prefer, however, to require 
the members to provide their own material, and tliis only 
makes it necessary for each to procure an ordinary Game 
Box. The Manager should sit where all the tables can be 
readily overlooked, and signals should be given when all are 
prepared, without strict regard to the intervals of fifteen 
minutes ; but no sitting should on any account be prolonged 
beyond fifteen minutes. Be sure that points and stars are 
properly recorded. If disputes occur, it will be very easy 
to get at the truth by comparing the records of partners and 
opponents. 

Watch the tables after Exchange signals and do not give 
Play signals until assured that all removes have been prop- 
erly made and that partners have changed. Be on the look- 
out for ' ' ties, " and be sure that all understand the move- 
ments thereby necessitated. 

There is nothing difficult or confusing in any of the ma- 
noeuvres of these games when rightly understood, but each 
movement is most definitely regulated by the good and bad 
fortunes of the player. The manager will become thorough- 
ly acquainted with the system in one evening's play. 

It is better, but by no means necessary, that the manager 
be not himself engaged in the play. If reasonably active, 
however, he can take a hand without detriment to his play 
or to his oversight of the game. 



^Mt" 



BRARY OF CONGRESS 





029 714 110 7 



